Some choices are reversible, such as moving armies around a board in Risk or discarding a power card in Spirit Island. Others are permanent, such as constructing a building in Catan or earning
One challenge in designing a single-player game is that players have varying skill levels. Challenging gameplay is good, but the traditional method of choosing a difficulty level is not very rewarding for
It is tempting to see progression in games as a process of gaining more and more resources and options. But options create noise. When players have many options, it takes more effort to
Some of the best experiences in games come from teams. They create feelings of camaraderie and shared purpose that can't be achieved any other way. The best team games keep everyone
We want players to feel like they are getting stronger over the course of the game, but increasing their power level as a function of time alone feels unearned. Players want progression to